[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE:pbr_int.ini]
[INCLUDE:pbr_ext.ini]

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes =  Object1123124 ; display mesh
Resolution = 620,462; texture resolution
Size = 620,462          ; size of the screen area
Offset = 0,0            ; left top corner of screen area
Scale = 1.6 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.7, -4  ; position of rear view camera
aftermarketComponent=1

[Material_PhotoelasticGlass]
Meshes =  Entire_window_part6, Entire_window_part1, Entire_window_part2, Entire_window_part4, trunk_part001, trunk_part002 
FilmIOR = 2.02
PhotoelasticityMult = 0.1  ; doesn’t look good if too high
ThicknessMult = 1.5
BrightnessAdjustment = 0.31
ExtraLightsAdjustment = 0.065
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 0.0005     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0008  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0000325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.024  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.02

[Material_PhotoelasticGlass]
Meshes = 
FilmIOR = 1.82
PhotoelasticityMult = 0.1  ; doesn’t look good if too high
ThicknessMult = 0.6
BrightnessAdjustment = 0.81
ExtraLightsAdjustment = 2
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 0.0005     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0008  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0000325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.024  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.01

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.02
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.02
EMISSIVE_HEADLIGHTS_MULT=1.4
EMISSIVE_PARKINGLIGHTS_MULT=2.5
EMISSIVE_BRAKELIGHTS_MULT=0.5



[SelfLight_Headlights]
MIRROR = 0.661
DIRECTION = 0, 0.6,1
POSITION = 0.0, 0.617, 1.804
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO = 
SPOT_SHARPNESS =0.0
SPOT = 80
COLOR =93,83,83,5
SPECULAR_MULT = 0
RANGE = 0.5


[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = 0.405, 0.94, 0.56
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 120
COLOR =114,114,124
SPECULAR_MULT = 0
RANGE = 0.7

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=15,15,16.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=0.405, 0.94, 0.56
DIRECTION=0,-1,0
RANGE=0.5
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=180
SPOT_SHARPNESS=0.5

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=1,1,16.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=0.165, 0.94, 0.56
DIRECTION=0,-1,0
RANGE=0.5
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = 0.165, 0.94, 0.56
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 70
COLOR =14,14,224
SPECULAR_MULT = 0
RANGE = 0.7

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=1,1,16.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=0.565, 0.84, 0.66
DIRECTION=0,-1,0
RANGE=0.5
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=80
SPOT_SHARPNESS=0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = 0.565, 0.84, 0.66
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 70
COLOR =14,14,224
SPECULAR_MULT = 0
RANGE = 0.7

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=1,1,26.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=0.405, 0.74, 0.76
DIRECTION=0,-1,0
RANGE=0.8
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = 0.405, 0.74, 0.76
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 70
COLOR =14,14,224
SPECULAR_MULT = 0
RANGE = 0.7

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=1,1,126.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=-0.505, 0.54, 0.96
DIRECTION=0,-1,0
RANGE=0.8
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=140
SPOT_SHARPNESS=0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = -0.505, 0.54, 0.96
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 70
COLOR =14,14,224
SPECULAR_MULT = 0
RANGE = 0.7

[LIGHT_EXTRA_...]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=11,11,13.0,5
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=10
FADE_SMOOTH=10
MIRROR=0
POSITION=0.005, 0.80, 0.36
DIRECTION=0,-1,0
RANGE=0.5
RANGE_GRADIENT_OFFSET=-0.0
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.5

[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, -1,0
POSITION = 0.005, 0.80, 0.36
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =  Object001123123
SPOT_SHARPNESS =0.0
SPOT = 70
COLOR =114,114,124
SPECULAR_MULT = 0
RANGE = 0.7


[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carpaint

[Material_CarPaint_Metallic]
BaseSpecularColor = #e0e0e0
FresnelMax = 0.2
FresnelC = 0.6
FlakesK = 2.2
BrightnessAdjustment = 0.9
SpecularBase = 1.0, 540
SpecularSun = 1.00, 1800
AmbientSpecular = 0.5
AmbientSpecularEXP= 1
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.15
UseMetallicReflections = 0.8

[Material_CarPaint_Metal]
Materials = rim_second
FresnelMax = 0.2
FresnelC = 0.11
FlakesK = 1.0
BrightnessAdjustment = 0.42
ColoredSpecular = 0.22
AmbientSpecular = 0.35
SpecularMult = 2
BaseSpecularColor = 65,68,86
AmbientSpecularEXP = 5
ClearCoatThickness = 1.5

[Material_CarPaint_Metal]
Materials = metal_int
FresnelMax = 3.8
FresnelC = 0.31
FlakesK = 0.3
BrightnessAdjustment = 0.9
ColoredSpecular = 1.2
AmbientSpecular = 0.35
SpecularMult = 5
BaseSpecularColor = 75,78,186
AmbientSpecularEXP = 1
ClearCoatThickness = 0.5

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[Material_Metal_v2]
Materials= chrome, chrome_int, rim
BrightnessAdjustment = 0.8
DetailScale = 300
Metalness = 2.6
Reflectance = 1.02
LocalReflectionsSharpness = -2.6
ApplyTilingFix=1

[Material_Metal_v2]
Materials= black, Plastic
BrightnessAdjustment = 0.0125
DetailScale = 600
Metalness = 0.06
Reflectance = 0.02
LocalReflectionsSharpness = -2.6
ApplyTilingFix=1


[ANIMATED_WIPER_...]
MESHES =Wiper, Wiper001
UNDERLYING_SURFACE = Entire_window_part6
DEBUG = 0; remove when everything is ready

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = Wiper, Wiper001
UNDERLYING_SURFACE = Entire_window_part6
GROUP_0 = 'Wiper@A=*'
GROUP_0_ANGLE_TO = 85.8
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.128669, 0.93995696, 0.9658327
GROUP_0_PIVOT = 0.5568715, 0.8664292, 0.95077056
GROUP_1 = 'Wiper001@A=*'
GROUP_1_ANGLE_TO = 86.8
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.67581165, 0.92977667, 0.8505319
GROUP_1_PIVOT = -0.016697437, 0.8699888, 1.0444205



[MESH_ADJUSTMENT_...]
MESHES = Wiper, Wiper001
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1



[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  
WIND_AMPLITUDE_MULT = 1      
WIND_FREQUENCY_MULT = 1     
WIND_OFFSET = 0.03   

    
[EMISSIVE_REVERSE_0]
NAME= Object1123148
COLOR=50,50,50
LAG=0.3
SIMULATE_HEATING=3
CAST_LIGHT=1
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= Object1123147 
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=46, 36, 0, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0.1


[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= Headlights_part3 
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=46, 36, 0, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0.1


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= Object1123149
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=116, 216, 10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0.1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= Object1123150
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=116, 216, 10, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0.1


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= Object1123151
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=0, 20, 0, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= Object1123152
RANGE_DELAY=0.01 	; to compensate for that there are more of them
COLOR=0, 20, 0, 1
LAG=0.3
REPEAT_FREQENCY_HZ=2.2
CAST_LIGHT=0






[FAKE_SHADOWS_FX]
DISALLOW_REBAKING = 0 ; set to 1 to prevent CSP from generating new fake shadows (not recommended)
CUSTOM_SKIN_SHADOWS = 0 ; change to 1 to make CSP cache shadows for different skins separately (could be
                        ; used in single skin’s extension config), for skins with custom geometry
EXCLUDE_FROM_BAKING = material:win ; list of nodes and meshes to exclude from baking
